Mythic plus tips thread

Currently, there in the EU there is a very easy combination of affixes (Bolstering Overflowing & Tyrannical), this, in combination with the massive nerfs to +2/3 farming it seems like a lot of people are currently doing mythic + for the pretty decent drops and the amazing piece you get at the end of the week. Personally I have managed to complete myth +11 and have probably logged over a hundred myth+ dungeons in the last few weeks. I personally play a shaman healer so I can't comment that much about other healers but I have played with pretty much every other class so I have a pretty decent idea about what's good and what's not. Besides that, I have pugged (through the group finder) up until +9 so it is very possible as long as you are good and willing to get everyone onto a voicecom. Because of this I will share some of my tips for the various dungeons and how to handle them. If you feel like I missed anything feel free to add it in the comments below and I will add it to the OP. I will try to avoid comments on routing because that is very hard to do in text and honestly most routes work as long as you don't do stupid pulls, you only need to start optimizing on +10.

General Tips: Affixes:

Below is a list of all the affixes and where to get them as well as some tips on how to deal with them and which classes/specs are particularly good against them.
At the moment, there are 10 Affixes which are combined semi-randomly (ie not every combination is possible, there are some pre-sets).http://image.prntscr.com/image/baab6...489b9b06d8.png is how it looked like on beta and 3 of those combinations have been present on EU at least.

Please keep in mind that my ratings are incredibly subjective based on how difficult they were for me and my group, not how much time they cost us.

At level 4 (+3 Keystone)

Bolstering - Non-boss enemies will buff nearby allies' health and damage by 20% when defeated. - Difficulty: Easy
The health % that is given is a percentage of current health of the mob, because of this your best recourse here is to pull small packs (~4 mobs max) and AOE them down evenly and then call over voice coms to dps them down at the same time, thus avoiding a lot of the extra health. The +20% damage on the mobs is nearly negligible since that only happens when other mobs die, so the total damage is actually relatively stable. All specs with high AOE work here, preferably DH's, DK's, Mages, Monks etc. All summoned guardians and boss minions dont give Bolstering, though pulling adds with bolstering to the boss causes the boss to be bolstered. Bollstering has 40 yard range and everything that is in combat with the group will receive the buff.

Raging - Non-boss enemies will enrage at low health, dealing double damage until killed. - Difficulty: Medium
On this affix you need to make sure that you save your AOE stuns untill mobs start hitting 30% and then chainstun them untill they are either dead or untill you run out of stuns, at which point your tank needs to start kiting. You need a tank which can easily get out of fights and kite if needed: warriors, dh's & monks (as well as druids who spec displacer beast) are good at this.

Sanguine – Shortly after death, non-boss enemies will leave a pool of blood on the ground, which grows to a 5yd radius over 2 seconds. This pool heals enemies and damages players for a % of their maximum health. -Havn't seen this one
I personally havn't seen this one but it looks fairly easy on paper, just don't pull too big packs and make sure to interupt casters who are standing in pools.

Teeming - Additional non-boss enemies are present throughout the dungeon; kill count requirement increased. - Difficulty: Medium
This one is very dungeon, dependant, for example it makes nelth lair from one of the easier dungeons into one of the harder ones, can't really give any specific tips besides the idea that the more AOE you bring the easier this is, since generally packs will be pretty huge.

At level 7 (+8 Keystone)

Necrotic - Enemy melee attacks apply a stacking debuff that deals damage and reduces healing received.- Difficulty: hard
This is one of the hardest affixes to get, especially since there are a lot of dungeons which have insanely big packs (EOA, BRH amongst others) which stack this stuff up absurdly fast. The best way to deal with this is to save AOE stuns untill the tank gets over ~15 stacks and if the mobs arn't dead by the time stuns are over the tank should kite, same prefered tanks as on enraging.

Skittish - Tanks generate much less threat. - Difficulty: medium
Be carefull with using all your burst up front because losing agro is a very real concern. The best way to deal with this is to not bring any melee (sorry guys) since they are a lot less prone to being 1-shot. Besides that, tanks with high damage (DH, Paladin) are very good because they keep a lot higher threat and therefore it is harder for players to steal their aggro.

Volcanic - Enemies cause eruptions of flame beneath the feet of distant players. - Havn't seen this one
I personally havn't seen this one but I guess the best idea is to just stack on mobs that don't cleave and dance on once that do.
Overflowing - Overflowing applies a debuff that applies a healing absorb shield based on the amount overhealed. - Difficulty: easy
Basically this is insanely easy and will come natural to any healer who is doing what he is supposed to (especially as a shaman), worst case scenario is that you hit an unexpected crit on a major healing ability and then you randomly have a 1+ million debuff on someone. Rdruids and resto shamans can pmuch completely ignore this.

At level 10 (+9 Keystone)
Fortified - Non-bosses have significantly more health and damage, 20% more damage and 40%- Havn't seen this one
This essentially makes trash a lot harder, which I would imagine is far worse than tyrannical (except on some specific bosses) since doing trash effectively is the key to completing any 10+ dungeon within the time limit.

Tyrannical - Bosses have significantly more health and damage. - Hard
Basically this turns every single avoidable boss damage into a 1-shot and it makes you spend significantly more time on bosses, also makes some bosses insanely difficult while others pretty much remain the ''don't stand in shit'' fest and you are fine. If you are in a dungeon where bosses have soft enrage timers (EOA, BRH, CoS, DHT, VoW) it is probably worth it to bring an extra single target dps or have people take more single targets as opposed to the usual heavy AOE focus.
Besides affixes, every extra level of dungeon increases mobs health/damage by at least +8%. I don't personally know which level of dungeon gives which ilevel gear both in drops and in the chest at the end of the week, if anyone knows an updated table feel free to link it here.

Group building:

You can do up untill +9 with pretty much every class/spec as long as you are a good player. However if you wish to do +2 or even +3 chests or complete +10, you can't stack too many non-AOE/underperforming DPS. Having said that, most specs are pretty close to each other in the hands of competent players.
-Every healer works (my xp is limited on this as I mentioned before, but going off guildies reports)
-Ideal general setup is 2x ranged 1x melee (for interupts), you can have 2 melees without too many issues but on some dungeons (EOA, CoS, Arcway) it can make life needlesly hard.
-Have 1 spec with BL (or buy drums)
-Have as many CR's as you can
-Have at least 2, preferably 3 classes who can AOE stun (havoc DH, all shamans, all monk, all warriors, Spriest, Hunter, Demo (?) Warlock)
-Most importantly though: BRING THE PLAYER, NOT THE CLASS, having good players who know how to avoid AOE and know when to focus what mob and who know how to interupt is insanely more important than just stacking 3 DH's because they have theoretical max dps.

General tips:
-GET ON VOICE COMS, I can't stress enough how much it helps, if you are pugging this just set up a discord server and have everyone come there so people can atleast listen, it helps enormously if people are call out what they are interupting, stun orders, if healers can ask to drink when oom, coordinating how many packs to pull and telling people to move out of things.
-Make a general stun order to avoid overlapping stuns
-Try to leave 1-1.5 secs time in between AOE stuns: your tank won't die during this time and it allows you to interupt casts
-If there are multiple mobs that need to be interupted, make sure to mark 1 of them and have people say who they will interupt, either marked or unmarked
-Focus on interupts, it makes life a lot easier for the healer, as a shaman, make a macro that puts a target on focus and make another macro that windshears your focus target, it helps out on damage prevention a lot
-Healers can DPS too, especially if dps are carefull not to take to much damage, for example I usually do 30-60k dps over the full instance
-Total dps is everything, make sure to use your DPS cooldowns as often as possible unless you go for multiple packs where you need to stack cd's
-You can get +2 on everything up untill +9 if you just chainpull pack by pack, only for +3 chests do you need to pull multiple packs at once
-Healers can drink during combat if they started out of it, if your healer is oom just give him 1 second to drink before pulling the next pack and just AOE stun so he can keep drinking, keep in mind some bosses interupt drinks
-You can leave and rejoin the dungeon at any time in case of talent changes (can't change spec) or repairs
-Even if you don't make the time and you are playing with a charged keystone, you will still get loot at the end of the dungeon and it counts towards your chest at the end of the week
-You can summon people inside, but sometimes they spawn at the entrance to the dungeon (though not always)
-Currently unsure if completing a dungeon on an already depleted keystone rewards the equivalent chest at the end of the week, would be nice if someone could confirm

Specific dungeon tips:
I will try to give the tips in the order that you encounter them during the instance.

BRH
-You can skip the entire trash up untill the first boss with invisibility potions, however then you need to make sure to you clear EVERY single other mob in the dungeon to get the required trash counter (including the small pack to the left after comming out of the first boulder roll, the felhunter chasing the little guy & the 2 little guys that don't fight back on the stairs)
-If you DPS the first boss from 50-15% while the spirits arn't on him, he will automatically cast Soul Burst (the big aoe thing) before the spirits reach him, so you can ignore spirits if your dps is high enough (which it should be with lust up untill +7)
-On +10 Tyrannical, Soul Burst 1-shots people even with 0 stacks, so make sure to pre-pop cooldowns and stack up so your healer can heal you easily
-The Commanders that cast the %+ HP shout do it right after the slam ability, if you keep interrupting it via stuns/knockbacks/disorients you can completely avoid the HP buff
-The jumping tiger on the patrol between the first and second boss can be made to be a dk's pet, the damage it deals will get scaled down but it is still an upgrade over a normal unholy pet and it allows you to skip an annoying mob if you keep control of him during the entire instance
-On second boss you can just ignore the adds and burn the boss down when she goes up, as long as you keep focus interupting the caster so he doesnt get insane stacks it is rather easy
-The cleaving warbringers in the tight corridor are bugged: even if the tank is out of range/los of them when they start cleaving he can still randomly get one-shotted, make sure that you save stuns/incaps for when they try to cast it
-You can pull the warbringers right before the second boulder stairs away from the rest of the group, which is nice for bolstering (can't do it on teeming since there will be 3 of them)
-If a hunter MD's the felguards during the gauntlet down and then fd's while the felguards run down and you then pull the felguards away from the stairs, the bat packs wont aggro you and you can kill the first 3 safely
-Pull the other 3 into the 3th boss room, he has a fairly small aggro radius and its nice to be able to clump them up
-On 3th boss you can use the heirloom trinket to soak every charge when its up because the mob is a demon and the shield is insanely large, on +10 you can have 3 people alternate soaking them with the trinket and it will always be up (it 1-shots without a personal cooldown otherwise)
-The aoe stunning trash between 3th and 4th boss can be MC'd by a DK and it will still be able to provide a 4-second stun on all the other mobs, this stun doesn't share DR with the player stuns, in combination with the group you can pull all the guards on the stairs at the same time and just chain stun and AOE them down on lower difficulties
-On last boss make sure to have personals up for the first AOE shadow bolt because it 1-shots on +10
-Pop lust when the guy turns into a demon, not when you get the extra damage buff, that way you use ~40 secs of your lust of which ~20 secs are buffed, this is the optimal BL window for this boss
-Move the swarms into the melee, it makes cleaving them a lot easier
If you are going for +1, pop BL on first, second and 4th boss, on +2/3 your timer may be different.

Court of Stars
Take a good look at this map: http://www.wowhead.com/guides/court-...guide#map=8079 It is where the various buffs can be found and which classes/races/professions can obtain them. Usually, ~5 of those spawn however the rogue/alchemist 20% instakill will always spawn.
-The first mob you meet can be hexed/polymorphed and then skipped
-The construct on the bridge can be skipped by going into the water
-The first pillar can be deactivated without pulling the pack behind it
-The long cast that the constructs do can just be ignored, healers can dispell the stun of people
-All the pillars in the first boss room can be deactivated without pulling the mobs near them
-Try to avoid fighting the first boss on the bridge because his ground targeted abilities don't show, which can lead to 1-shots
-Deactivated constructs (if you got those) can still be damaged and killed for mob %, they wont fight back
-When fighting the mini-bosses that pull the mini-bosses to you (enforcers), make sure to fight them near a place where people can LOS them easily, their debuffs which hurt like fk can be avoided this way
-Alternatively, the range on the mini bosses's buff on the boss is limited, so one player can kite them (make sure all imp packs are dead) by running around in the area where the enforcers don't patrol
-DH's and prot paladins (because of their artifact weapon) can cheat and find the demon, however you can only do this after you talked to all the rumourmongers
-Spamming an ability that deals damage while the infiltrator is turning into a demon causes him to take 40% of his health in damage
-The charge ability the last boss does will always target a ranged member (not the furthest away) so you can force him to only do it on 1 target (like a mage that can blink away) by stacking on the boss
If you go for +1 use BL on first and second boss, if you are on a high % you could use it on last boss as well since he is actually hard for your healer (required ~450k hps on +10)

Darkhearth Thicket
-When going left at the end of the first stretch, you can glitch-jump up a rock and go the rock and end up in the middle of the road, which allows you to skip multiple packs, make sure you stay on the left side of the road though
-You can pull the 2 bears before first boss seperate
-You can trigger the RP on the first boss while the bears are still alive by walking up to it
-Make sure to focus down the casters first in the groups of plants
-You can always pull the dryads together on a big pull by running into the house
-You can skip the last water elemental before the dragon boss by letting him path to the left
-You can use goblin gliders to move quickly down into the root after dragon boss
-You can skip all the trash between third and 4th boss with an invis pot and you will still have 100% even if you do the aforementioned skips, alternatively you can use ahnk or soulstone for that, though it wastes ~40 secs
When going for +1 use BL on first and third boss

Eye of Azhara
-Start off going to the left
-Make sure to avoid pulling the wranglers because they will do an uninteruptable AOE which pulls all the turtles
-Avoid aftershocks on the giant boss
-The casters before last boss don't give any %
-Be carefull of the red makura (big crabs) before Serpentrix because they have a massive frontal cone that can 2-shot people
-Avoid standing on the cracks in the ground on the giant boss, they 1-shot
-It takes ~10 secs for the storm to clear after all bosses are dead, don't run in too quickly
-The mini bosses before the last boss don't give any %
-The mini bosses can be kited to the next one by using interupts, except for the third which roots the entire party
Use BL on 1st and 4th boss if you are going for +1

Halls of Valor
-All the patroling mobs in the drinking area can be avoided
-Be carefull for the knockback ability that the valkyry boss does, it deals massive damage to people behind it
-You can skip all trash except for 2 small packs of wolves on fenrir by dodging the big cows, hexing/polying the one in front of the water and then approaching the first phase of fenrir from behind, make sure to re-hex the cow on your way back
-You can use the barrels of beer to cause mobs to fight eachother, you only need to do that to one of the big guards to have the big gate open to the last boss
-Start the king mini-bosses of with the second king from the right
Use BL on first, second and 5th boss
Maw of Souls
-Make sure to assign someone to tell where Helya is going to throw shit in p1, it can be decently hard to see

Nelth Lair
-You can skip the 2 big giants by jumping off the waterfall, you can also skip the little pack of 3 mobs standing near it but it is worth pulling for %
-You can skip all mobs after the waterfall after first boss, but pulling some is recommended for %
-Try to stun pelters before they can disengage so you can AOE them down more easily
-You can skip the pack which stands next to the snail race
-There are 2 basilisks in the water after the snail race that you can grab for easy %
-Make sure to kill the little snails that are casting metamorphosis before they become big and nasty
-You can skip some mobs before last boss by walking around them
-If you arn't a tank with a charge, tank last boss with your back against a wall

The Arcway
-Always check which order of doors is open before you start clearing trash, this is different from mythic and it changes weekly
-Make sure to have a pre-arranged chain interupt on the big spirits
-Big spirits spawn randomly and path randomly everywhere, so wiping is very time consuming because you will most likely meet 1-2 spirits
-Make sure to kill the spiders that the spider boss spawns asap, if the target of its root gets blinkstrike he will die
-Make sure to pull the mobs out of the mana cloud, it gives them a buff
-Have someone call out the slicer casts of the big mana mobs, it 1-shots
Vault of Wardens (I have only done this one a couple of times, so not much experience)
-You can skip 1 of the mini bosses by running back and forth between the 3th/4th boss using the small corridor
-Throwing the light on a certain place resets puddles on the last boss

This is all that I have, if you have any tips to add, feel free to type them down and I will add them to the OP.

If you have % before the last room in votw, you can jump down pulling much of the room as you run past them, blow up the vengeance spirit at the door then have everyone jump off the cliff at once. This resets all the trash.

-Pop lust when the guy turns into a demon, not when you get the extra damage buff, that way you use ~40 secs of your lust of which ~20 secs are buffed, this is the optimal BL window for this boss

Disagree with this. You want to save your DPS cooldowns (lust included) when he returns from his 1st teleportation. You get the most out of the damage boost Kul'talos give you. If you lust as soon as phase 2 starts, you'll be doing sub-optimal DPS for about 15 seconds.

Do you have any source on that information? Will add it to the post if you want

- - - Updated - - -

Originally Posted by ablock

-Pop lust when the guy turns into a demon, not when you get the extra damage buff, that way you use ~40 secs of your lust of which ~20 secs are buffed, this is the optimal BL window for this boss

Disagree with this. You want to save your DPS cooldowns (lust included) when he returns from his 1st teleportation. You get the most out of the damage boost Kul'talos give you. If you lust as soon as phase 2 starts, you'll be doing sub-optimal DPS for about 15 seconds.

I have to disagree here, there is a ~30 sec window between every demon phase so if you use it after the first time he jumps into the air you are essentially wasting 15 seconds of BL while he is in the air untargetable.

Also on +10 the hero actually helps a lot in the time when he is a demon and before you get the buff in keeping the tanks alive and picking everyone back up after the unbuffed shadow bolt volley

Between US & EU we've confirmed the top 2 & bottom 3 are correct and in order. It stands to reason the rest would (logically US next week is Raging Necrotic Fortified & EU is Sanguine Volcanic Fortified)
@ablock the reason for the blust is also to help the healer during what is one of the most dangerous parts of the entire instance. If you will lose the timer if you don't do BL after teleport 1 do it then, else you might as well BL the transition to get rid of the swarm asap / heal the volley damage asap and ensure noones dies. Ofcourse this mostly applies to higher keystones.

Originally Posted by Endus

which is kind of like saying "of COURSE you can't see the unicorns, unicorns are invisible, silly."

* Crabs & blobs give easy 3%. They are litterally effortless & can be pulled by 2-packs.
* Blobs don't bolster other mobs. Well, maybe turtles & snails...
* Ignore snails. 10mil HP, seen some @ 40mil bolstered. Don't stay near them, run, they reset after everybody runs out of combat.
* KILL-SEAGULLS near serpentrix. On the 4th boss you can ignore them, if the tank places & keeps the boss at the opposite.
* A tank can reduce nearly to 0 first boss' "rushing aoe" by simply tanking him on the sides of the room, tank's back against the wall. So he'll only rush for 2 poor meters instead of 15 - and sometimes he won't even make his aoe on the floor!
* Winds appear only when Lady Hatecoil (second boss) dies. So you can do serpentrix before hatecoil to avoid winds on serpentrix.
* Blobs & crabs SNARE! And they tend to snare to 90%/100% right before dying. I see too much stupid DPS rushing & complaining because tank is behind. If you have a brain, and if you do GOOD pulls, you can help the group to get a bit faster; otherwise, wait for tank.
* Blobs/crabs + big red crabs are fatal for the tank: snare + cone AoEs. Speaking of stupid DPS'es...1
* In bolstered, aggroing 2 packs of murlocs can be deadly & usually make the tank get one-shotted. If you're looking for reasons you have bolstering, poison, & a debuff that ups damage taken, everything stacking. If you aggro two packs, let the tank put some threat on them, then it's chain stun-slowing-kitting. And focus the big ones.
* From what I've seen, crabs & blobs give 3%, goblins & murlocs 3%, giants give 5%, regular nagas 2%, casters before second boss 5%, hydras 5%, big crabs 3%, seagull 0, snails & turtles 1 to 2%.
* Eye of Azshara seems & feels innoffensive but it's the biggest danger with the 2 giants. Really easy at the beginning, and then you find half your group dead @ 15% and wipe. Survival . This boss WILL underline your group flaws, whether it's a lack of healing, dps, reactivity, mobility. You can crush the mythic+, noticing *a bit* low healing, and then get crushed 5 times & go from 2 chests to depleted.
* On EoA tornados make some kind of smoke-cloud before popping.
* Don't be a hero, move where there are less aoe & keep in healing distance.
* Some abilities like heroic leap can be a bad idea on this boss. You don't leap over a tornado - you get sucked into it.

I'm still looking for strategies to kill the 2 big giants before the fourth boss. They're a dps rush.

I really love this thread & I can't only complain that we don't have something centralized for tips, routes, & things like that in mm+. Information is scattered, you have to watch multiple videos & streams that may or may not be @ your keystone level, use a good route, have the same affixes; then you have to google & read 2-answers thread on blizz forums, read strict & scarce strategies on icy veins/wowhead; and so on.